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Akisohida

Akisohida

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Akisohida
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  • @Condorloco_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/546132#Comment_546132

    But how are you going to accomplish anything by standing on the hatch? The survivor would have all the time and freedom to work on 1 or 2 gens without you applying any pressure.

    And if that happens, gates will power and you'll have to patrol them, exactly as if you closed the hatch in the first place.

    @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/546132#Comment_546132

    I disagree. It's better to close it and pressure the last survivor to act. It also narrows down where you need to be patrolling. It also brings the game to a conclusion so I can get into a new match

    Except, once he pops a Gen, the Killer has a better idea where the Survivor is, and where he may be headed.

    Again; no. People need to stop suggesting ideas that rip control out of the Killer's hands.

    The killer is SUPPOSED to be in control!

    This punishes Killers because some people are unhappy if the Killer plays a way they, specifically, don't want him to play. Please stop trying to dictate how Killers are supposed to play like there's some sort of Marquess of Queensberry Rules to Killer play.

  • @twistedmonkey said:

    Legion currently has a couple of bugged add-ons and thanatobia has a bug as well so that is why it was so slow.

    I stand corrected, then. :)

  • @Condorloco_26 said:

    Agree with OP. There's no point in finding the hatch first and not interacting with it. And it would work both ways. Stay a while more just to teabag and you could get the hatch shut on your virtual goods.

    2 minutes sound fair enough.

    There is indeed a reason to not close it:

    When I'm killer and there's 1-2 gens left & hatch, I don't always want to close the hatch, because that's REWARDING the Survivor; it's speeding up his chance of leaving by triggering the exit gates.

    Sorry, but forcing a time limit & then triggering EGC without Killer input takes the power away from Killers, which is already happening way too much. Please no.

  • I...don't think there's a glitch than can currently slow down all Survivor actions..

    I mean, someone feel free to correct me, but the only speed-based glitch I know of right now is in the OTHER direction, giving Survivors an unfair boost to any and all actions & animations.

    (And no, I will not say what it is. I don't want to spread/encourage glitchy behavior on the forums)

  • Why does everyone want to 'deter' Killers?

    Like, Survivors are fine (for the most part) with gen rushing & doing their goal of winning..But the second a Killer camps, they want it 'fixed' and 'deterred'.

    It's like some Survivors want to dictate exactly HOW a Killer can play.

    Killer hook camping? That's not fair! Find a way to deter hook camping!

    Killer hatch camping? That's not fair! Find a way to deter hatch camping!

    Killer tunneling? That's not fair! Find a way to deter tunneling!

    Killer slugging? That's not fair! Find a way to deter slugging!

    Killer patrolling exit gates? That's not fair! Find a way to deter exit gate patrolling!


    Seriously! If the devs listened every time some Survivors wanted to 'deter' a Killer behavior, Killers would not be allowed to do anything except run around and shout 'Boo!'

  • There's a glitch where repair increases LOOK like decreases, I think.

    IE: They are colored red, not yellow. I know repair speeds do this, as I ran a Dwight perk to repair faster with friend around, and it popped up red instead of yellow.

    But it was still working, the icon was just mis-colored.

  • @prof_teabagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/545910#Comment_545910

    What do you mean "how many totems the killer has"? There are ALWAYS 5 totems no matter what lol. I really don't get your point.

    Pardon, I thought you meant a counter for how many LIT totems there are, not just how many totems in general

  • @prof_teabagger said:

    https://forum.deadbydaylight.com/en/discussion/comment/545893#Comment_545893

    Uhm, can I quickly remind you that swf and voice communication exists?

    And neither of those tell you how many totems the Killer has unless they actually find them.

    A totem counter gives you info you would not have, even in an SWF. A SWF does not just know you ran 3 totems unless they SAW 3 glowing totems.

    A SWF also does not know if they cleansed every totem just because thy're a SWF.

    A totem counter would say 'The Killer has 3 totems!' and 'You cleansed every totem!'; 2 IMPORTANT bits of info no group has, no matter how skilled.

    This suggestion is OP and would further render totems pure trash.

  • No on the totem counter.

    The point of Totems is not knowing if the Killer has a totem or 4 until they affect you or you see the totem itself glowing. If you had a totem counter, you'd know, the second you load in, that the Killer is running totems & to look for them before starting gens, rather then possibly wasting precious time the Killer needs to find you.

    Plus, if you know how many totems are left, you would know know the second you cleared the Killer's last totem and could go back to generators instead of wondering if he has just one more.

    All in all, a totem counter would make totems even more useless than they already are. No one would use them because Survivors would be handed the info on a silver platter.

  • Honestly, the 'Harder to wriggle off' is garbage; it's NEVER a good enough chance to wriggle free to risk it unless you have no choice.

    I think it should slow down the Survivors Rescue Action when freeing people from the Basement hooks.

    Or apply Mangled or Broken or Hemorrage when someone is freed from a Basement hook.

  • Flashlights are not hard to USE, IMO.

    I mean, how hard is it to blind a Killer who's camera is locked into 'Please destroy my eyes' mode when they pick up a Survivor/break a pallet?

    Those two actions are a Gimmie for free flashlight stuns, and allowing just easy, un-counter-able things to build MOM would make it nearly as easy to build as it was at the start.

  • With all the arguing, it seems people are missing something important.

    As @Peanits said; 'We can see everyone who's abusing it.'

    If they can see perk use, they can see WHEN people began using such perks.

    This means, if you ran Wake Up! allot BEFORE it bugged, they will know you are probably not abusing it, or assume you Just Don't Know.

    If, on the other hand, you STARTED running it every. single. match. after it being bugged became public knowledge, they may believe you started using it BECAUSE it's broken, thus deciding to abuse the bug.

  • And yet some of the Killers are nowhere near worth buying, IMO. (I'm looking at you, Plague, Legion, & upcoming Ghost Face)